Bumpity bump bump
Takatei
I have had trouble managing rally points. perhaps I'm missing something obvious as its not in the manual at all. I would like to... say, command all of my newly built fighters to head to one area of the map. I can get a rally point manager up with only two options. none and home. is there a way to create a new rally point? if so, how? what am I missing?
Save game, and go ahead and see if you can lose via tech victory.. Just to see if they can.... then reload and crush them.
Thank you for such a wonderful game! I would like to see somewhere an official site for mods, with a player input based rating system, and comments section to describe them... that way the devs can get a break and the game can continue to grow for years!
I Still play Pax Imperia. The idea of planetary defenses being able to defeat entire fleets is excellent. Space mines, Seeking and smart mines, Fighter bases, Missile bases, and basic starbases were all great ideas that could be translated into Galciv 2 Something else that could be translated was the race builder A similar point based system was in effect but a race could have less than optimal abilities in certain areas, and stronger abilities in other areas, making each ra
what are the extensions and locations of the files that need to be removed?
I get a similar search problem when looking for a planet. even if I spell the whole name correctly, it doesn't always return the proper planet
has been happening here as well with Mozilla and Netscape. IE works fine.
Help please, this is my last hope before I box the game up and put it away. I updated to 1.11 when that came out, and things were fine in this regard before then. after I couldn't load any save game, even good ones from before the update. The screen loads awhile, then crashed to desktop. I have to date: tried various combinations of memory and virtual memory settings, eventually setting them back to where I knew things worked properly. turned off
I just imagine it as if my colony ship had just a flag, and a cargo hold full of constructor robots.
As for Multiplayer options? I voted 'no' As far as options go, Think Tradewars 2002 OLD school. The replayability on that was GREAT. ahhhh old times. anyway. I would like to see completely different sets of ship jewelry for each race (with a little overlap for basic parts) so each race's ships would look distinct. for example, one very organic looking, and another smooth and sleek. perhaps a 'shiny metal' finish to some parts to add to the eye candy. a
yes I tried it. its a planet with 0 population and FULL production capability! thus proving that population has no bearing research or production. being able to completely ignore the popularity contest early on was a great advantage. the next step was making a colony way station to fill my fully built "empty" planetsl early on I was able to net a planets far beyond the other civs, and was able to crush them with an influence victory. ( I was trapped in the c
I discovered a lil trick to get past some civs that were blocking my path to new and uncolonized planets... Take a Colony sized ship, load it with engines and Life support modules, then send it out there. when its there, upgrade it to a colony ship with only the colony module, and max the rest with life support modules. takes a little funds, but gets past a tight spot
go all out evil in the beginning, take all the nifty planetary bonuses, then research xeno ethics, and choose your alignment. I've ended up with some VERY nice economic planets that way.
Download IRfanview www.tucows.com has it Its my absolute favorite little image viewer/editor its not as versatile as a regular paint program, but It has a lot of the popular editing options right there. for my photo editing I rarely have to open up photoshop or corel.
at game start I usually pack a freighter class hull with all the engines I can, with just a sensor, and upgrade every so often . after all the miconization and drive techs were built (just for fun) I put one sensor suite on there, and packed it with hyperwarp 3s.... 55pc/turn
I just had a game crash . I was going for a neutral standpoint, but couldn't stand letting this one go to waste and clicked on the evil option when I saw a 26 PQ planet with the "lifeforce generator" random event.... for almost 50% increase! in the end I had a 38 PQ planet .... After most of the tiles were built, and the population was sky high... game crash, and the savegame woul
I've just been putting the important values in the description when I build ships, so I know at a glance what they do.
Is it more efficient to build a bunch of farms (at various stages) and a couple markets, or a bunch of markets with a few farms? I've been playing a few partial games... and can't seem to get my BCs in the green in any sort of timely manner. are there any economic strategies that work well? help please, and thank you.
I'm having the exact same problem.. I'm playing with the max size galaxy. I just finished fixing another bug where SDMCP.exe wasn't installed properly. saving was not a problem before, and autosaved just fine. now I'm having this problem.
In the ship builder, would it be possible to save a collection of 'bits' ... pieces you've put together as part of a theme or that just look cool, and have them show up in a separate list of parts available. another one. would it be possible to ctrl-click to select a bunch of parts (in the parts list on top) for deletion, or the ability to delete a whole mess of parts connected to a single item (with warning of course) </